Article View: rec.games.programmer
Article #1549Re: The Correct Way to Control Game Speed
From: ozma
Date: Wed, 23 Dec 1992 23:14
Date: Wed, 23 Dec 1992 23:14
14 lines
1189 bytes
1189 bytes
> }The Time Manager provides drift-free millisecond and microsecond timers > }and should be much better suited for timing tasks once you learn how to > }use it. > > I think you're right about TickCount, but by my bet is to go with > the Vertical Retrace Manager rather than the Time Manager > for video animation. But then you're saddled with the problem of differing frame rates for different monitors (since the retrace time will differ as well). If you have a game where you can scale the physics to match the frame rate of the monitor, then your in - otherwise the Time Manager or Ticks are the way to go. john calhoun-
Technical Details
Message-ID:
<1992Dec23.171411.45880@kuhub.cc.ukans.edu>Path:
arc1-ca.pugleaf.net!sparky!uunet!paladin.american.edu!howland.reston.ans.net!wupost!crcnis1.unl.edu!moe.ksu.ksu.edu!kuhub.cc.ukans.edu!ozmaReferences:
<1992Dec19.190258.15117@midway.uchicago.edu> <1992Dec21.103840.1737@nntp.hut.fi> <1992Dec22.231252.25258@midway.uchicago.edu>Show Full Headers
Complete Article Headers
Path: arc1-ca.pugleaf.net!sparky!uunet!paladin.american.edu!howland.reston.ans.net!wupost!crcnis1.unl.edu!moe.ksu.ksu.edu!kuhub.cc.ukans.edu!ozma From: ozma@kuhub.cc.ukans.edu Newsgroups: rec.games.programmer Subject: Re: The Correct Way to Control Game Speed Message-ID: <1992Dec23.171411.45880@kuhub.cc.ukans.edu> Date: 23 Dec 92 17:14:11 CST References: <1992Dec19.190258.15117@midway.uchicago.edu> <1992Dec21.103840.1737@nntp.hut.fi> <1992Dec22.231252.25258@midway.uchicago.edu> Organization: University of Kansas Academic Computing Services Lines: 15